blitz3d/gxruntime/gxscene.cpp

619 lines
18 KiB
C++

#include "std.h"
#include "gxscene.h"
#include "gxgraphics.h"
#include "gxruntime.h"
static bool can_wb;
static int hw_tex_stages,tex_stages;
static float BLACK[]={0,0,0};
static float WHITE[]={1,1,1};
static float GRAY[]={.5f,.5f,.5f};
static D3DMATRIX sphere_mat,nullmatrix;
void gxScene::setRS( int n,int t ){
if( d3d_rs[n]==t ) return;
dir3dDev->SetRenderState( (D3DRENDERSTATETYPE)n,t );
d3d_rs[n]=t;
}
void gxScene::setTSS( int n,int s,int t ){
if( d3d_tss[n][s]==t ) return;
dir3dDev->SetTextureStageState( n,(D3DTEXTURESTAGESTATETYPE)s,t );
d3d_tss[n][s]=t;
}
gxScene::gxScene( gxGraphics *g,gxCanvas *t ):
graphics(g),target(t),dir3dDev( g->dir3dDev ),
n_texs(0),tris_drawn(0){
memset( d3d_rs,0x55,sizeof(d3d_rs) );
memset( d3d_tss,0x55,sizeof(d3d_tss) );
//nomalize normals
setRS( D3DRENDERSTATE_NORMALIZENORMALS,TRUE );
//vertex coloring
setRS( D3DRENDERSTATE_COLORVERTEX,FALSE );
setRS( D3DRENDERSTATE_DIFFUSEMATERIALSOURCE,D3DMCS_COLOR1 );
setRS( D3DRENDERSTATE_AMBIENTMATERIALSOURCE,D3DMCS_COLOR1 );
setRS( D3DRENDERSTATE_EMISSIVEMATERIALSOURCE,D3DMCS_MATERIAL );
setRS( D3DRENDERSTATE_SPECULARMATERIALSOURCE,D3DMCS_MATERIAL );
//Alpha test
setRS( D3DRENDERSTATE_ALPHATESTENABLE,false );
setRS( D3DRENDERSTATE_ALPHAFUNC,D3DCMP_GREATER );
setRS( D3DRENDERSTATE_ALPHAREF,128 );
//source/dest blending modes
setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCALPHA );
setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_INVSRCALPHA );
//suss out caps
can_wb=false;
hw_tex_stages=1;
D3DDEVICEDESC7 devDesc={0};
if( dir3dDev->GetCaps( &devDesc )>=0 ){
DWORD caps=devDesc.dpcTriCaps.dwRasterCaps;
//texture stages
hw_tex_stages=devDesc.wMaxSimultaneousTextures;
//depth buffer mode
if( (caps & D3DPRASTERCAPS_WBUFFER) && graphics->zbuffFmt.dwRGBBitCount==16 ) can_wb=true;
//fog mode
if( (caps&D3DPRASTERCAPS_FOGTABLE)&&(caps&D3DPRASTERCAPS_WFOG) ){
setRS( D3DRENDERSTATE_FOGVERTEXMODE,D3DFOG_NONE );
setRS( D3DRENDERSTATE_FOGTABLEMODE,D3DFOG_LINEAR );
}else{
setRS( D3DRENDERSTATE_FOGTABLEMODE,D3DFOG_NONE );
setRS( D3DRENDERSTATE_FOGVERTEXMODE,D3DFOG_LINEAR );
}
}
tex_stages=hw_tex_stages;
caps_level=100;
if( devDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_CUBEMAP ){
caps_level=110;
}
//default texture states
for( int n=0;n<hw_tex_stages;++n ){
setTSS( n,D3DTSS_COLORARG1,D3DTA_TEXTURE );
setTSS( n,D3DTSS_COLORARG2,D3DTA_CURRENT );
setTSS( n,D3DTSS_ALPHAARG1,D3DTA_TEXTURE );
setTSS( n,D3DTSS_ALPHAARG2,D3DTA_CURRENT );
setTSS( n,D3DTSS_MINFILTER,D3DTFN_LINEAR );
setTSS( n,D3DTSS_MAGFILTER,D3DTFG_LINEAR );
setTSS( n,D3DTSS_MIPFILTER,D3DTFP_LINEAR );
}
setHWMultiTex( true );
//ATI lighting hack
dir3dDev->LightEnable( 0,true );
dir3dDev->LightEnable( 0,false );
//globals
sphere_mat._11=.5f;sphere_mat._22=-.5f;sphere_mat._33=.5f;
sphere_mat._41=.5f;sphere_mat._42=.5f;sphere_mat._43=.5f;
nullmatrix._11=nullmatrix._22=nullmatrix._33=nullmatrix._44=1;
//set null renderstate
memset(&material,0,sizeof(material));
shininess=0;blend=BLEND_REPLACE;fx=0;
for( int k=0;k<MAX_TEXTURES;++k ) memset( &texstate[k],0,sizeof(texstate[k]) );
wbuffer=can_wb;
dither=false;setDither( true );
antialias=true;setAntialias( false );
wireframe=true;setWireframe( false );
flipped=true;setFlippedTris( false );
ambient=~0;setAmbient( GRAY );
ambient2=~0;setAmbient2( BLACK );
fogcolor=~0;setFogColor( BLACK );
fogrange_nr=fogrange_fr=0;setFogRange( 1,1000 );
fogmode=FOG_LINEAR;setFogMode( FOG_NONE );
zmode=-1;setZMode( ZMODE_NORMAL );
memset(&projmatrix,0,sizeof(projmatrix));
ortho_proj=true;frustum_nr=frustum_fr=frustum_w=frustum_h=0;setPerspProj( 1,1000,1,1 );
memset(&viewport,0,sizeof(viewport));viewport.dvMaxZ=1;setViewport( 0,0,target->getWidth(),target->getHeight() );
viewmatrix=nullmatrix;setViewMatrix( 0 );
worldmatrix=nullmatrix;setWorldMatrix( 0 );
//set default renderstate
blend=fx=~0;shininess=1;
RenderState state;memset(&state,0,sizeof(state));
state.color[0]=state.color[1]=state.color[2]=state.alpha=1;
state.blend=BLEND_REPLACE;
setRenderState( state );
}
gxScene::~gxScene(){
while( _allLights.size() ) freeLight( *_allLights.begin() );
}
void gxScene::setTexState( int n,const TexState &state,bool tex_blend ){
int flags=state.canvas->getFlags();
int tc_index=state.flags & TEX_COORDS2 ? 1 : 0;
//set canvas
dir3dDev->SetTexture( n,state.canvas->getTexSurface() );
//set addressing modes
setTSS( n,D3DTSS_ADDRESSU,(flags & gxCanvas::CANVAS_TEX_CLAMPU) ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP );
setTSS( n,D3DTSS_ADDRESSV,(flags & gxCanvas::CANVAS_TEX_CLAMPV) ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP );
//texgen
switch( flags&(
gxCanvas::CANVAS_TEX_SPHERE|
gxCanvas::CANVAS_TEX_CUBE) ){
case gxCanvas::CANVAS_TEX_SPHERE:
setTSS( n,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_CAMERASPACENORMAL );//|tc_index );
setTSS( n,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_COUNT2 );
dir3dDev->SetTransform( (D3DTRANSFORMSTATETYPE)(D3DTRANSFORMSTATE_TEXTURE0+n),&sphere_mat );
break;
case gxCanvas::CANVAS_TEX_CUBE:
switch( state.canvas->cubeMode() & 3 ){
case gxCanvas::CUBEMODE_NORMAL:
setTSS( n,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_CAMERASPACENORMAL );//|tc_index );
break;
case gxCanvas::CUBEMODE_POSITION:
setTSS( n,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_CAMERASPACEPOSITION );//|tc_index );
break;
default:
setTSS( n,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR );//|tc_index );
break;
}
if( state.canvas->cubeMode() & 4 ){
setTSS( n,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_DISABLE );
}else{
setTSS( n,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_COUNT3 );//COUNT4|D3DTTFF_PROJECTED );
dir3dDev->SetTransform( (D3DTRANSFORMSTATETYPE)(D3DTRANSFORMSTATE_TEXTURE0+n),&inv_viewmatrix );
}
break;
default:
setTSS( n,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_PASSTHRU|tc_index );
if( state.mat_valid){
setTSS( n,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_COUNT2 );
dir3dDev->SetTransform( (D3DTRANSFORMSTATETYPE)(D3DTRANSFORMSTATE_TEXTURE0+n),(D3DMATRIX*)&state.matrix );
}else{
setTSS( n,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_DISABLE );
}
}
if( !tex_blend ) return;
//blending
switch( state.blend ){
case BLEND_ALPHA:
setTSS( n,D3DTSS_COLOROP,D3DTOP_BLENDTEXTUREALPHA );
break;
case BLEND_MULTIPLY:
setTSS( n,D3DTSS_COLOROP,D3DTOP_MODULATE);
break;
case BLEND_ADD:
setTSS( n,D3DTSS_COLOROP,D3DTOP_ADD );
break;
case BLEND_DOT3:
setTSS( n,D3DTSS_COLOROP,D3DTOP_DOTPRODUCT3 );
break;
case BLEND_MULTIPLY2:
setTSS( n,D3DTSS_COLOROP,D3DTOP_MODULATE2X );
break;
}
setTSS( n,D3DTSS_ALPHAOP,(flags & gxCanvas::CANVAS_TEX_ALPHA) ? D3DTOP_MODULATE : D3DTOP_SELECTARG2 );
}
int gxScene::hwTexUnits(){
return tex_stages;
}
int gxScene::gfxDriverCaps3D(){
return caps_level;
}
void gxScene::setZMode(){
switch( zmode ){
case ZMODE_NORMAL:
setRS( D3DRENDERSTATE_ZENABLE,wbuffer ? D3DZB_USEW : D3DZB_TRUE );
setRS( D3DRENDERSTATE_ZWRITEENABLE,true );
break;
case ZMODE_DISABLE:
setRS( D3DRENDERSTATE_ZENABLE,D3DZB_FALSE );
setRS( D3DRENDERSTATE_ZWRITEENABLE,false );
break;
case ZMODE_CMPONLY:
setRS( D3DRENDERSTATE_ZENABLE,wbuffer ? D3DZB_USEW : D3DZB_TRUE );
setRS( D3DRENDERSTATE_ZWRITEENABLE,false );
break;
}
}
void gxScene::setLights(){
if( fx & FX_FULLBRIGHT ){
//no lights on
for( int n=0;n<_curLights.size();++n ) dir3dDev->LightEnable( n,false );
}else if( fx & FX_CONDLIGHT ){
//some lights on
for( int n=0;n<_curLights.size();++n ){
gxLight *light=_curLights[n];
bool enable=light->d3d_light.dltType!=D3DLIGHT_DIRECTIONAL;
dir3dDev->LightEnable( n,enable );
}
}else{
//all lights on
for( int n=0;n<_curLights.size();++n ) dir3dDev->LightEnable( n,true );
}
}
void gxScene::setAmbient(){
int n=(fx & FX_FULLBRIGHT) ? 0xffffff : ((fx & FX_CONDLIGHT) ? ambient2 : ambient);
setRS( D3DRENDERSTATE_AMBIENT,n );
}
void gxScene::setFogMode(){
bool fog= fogmode==FOG_LINEAR && !(fx&FX_NOFOG);
setRS( D3DRENDERSTATE_FOGENABLE,fog );
}
void gxScene::setTriCull(){
if( fx & FX_DOUBLESIDED ){
setRS( D3DRENDERSTATE_CULLMODE,D3DCULL_NONE );
}else if( flipped ){
setRS( D3DRENDERSTATE_CULLMODE,D3DCULL_CW );
}else{
setRS( D3DRENDERSTATE_CULLMODE,D3DCULL_CCW );
}
}
void gxScene::setHWMultiTex( bool e ){
for( int n=0;n<8;++n ){
setTSS( n,D3DTSS_COLOROP,D3DTOP_DISABLE );
setTSS( n,D3DTSS_ALPHAOP,D3DTOP_DISABLE );
dir3dDev->SetTexture( n,0 );
}
for( int k=0;k<MAX_TEXTURES;++k ){
memset( &texstate[k],0,sizeof(texstate[k]) );
}
tex_stages=e ? hw_tex_stages : 1;
n_texs=0;
}
void gxScene::setWBuffer( bool n ){
if( n==wbuffer || !can_wb ) return;
wbuffer=n;setZMode();
}
void gxScene::setDither( bool n ){
if( n==dither ) return;
dither=n;setRS( D3DRENDERSTATE_DITHERENABLE,dither ? true : false );
}
void gxScene::setAntialias( bool n ){
if( n==antialias ) return;
antialias=n;setRS( D3DRENDERSTATE_ANTIALIAS,antialias ? D3DANTIALIAS_SORTINDEPENDENT : D3DANTIALIAS_NONE );
}
void gxScene::setWireframe( bool n ){
if( n==wireframe ) return;
wireframe=n;setRS( D3DRENDERSTATE_FILLMODE,wireframe ? D3DFILL_WIREFRAME : D3DFILL_SOLID );
}
void gxScene::setFlippedTris( bool n ){
if( n==flipped ) return;
flipped=n;setTriCull();
}
void gxScene::setAmbient( const float rgb[] ){
int n=(int(rgb[0]*255.0f)<<16)|(int(rgb[1]*255.0f)<<8)|int(rgb[2]*255.0f);
ambient=n;setAmbient();
}
void gxScene::setAmbient2( const float rgb[] ){
int n=(int(rgb[0]*255.0f)<<16)|(int(rgb[1]*255.0f)<<8)|int(rgb[2]*255.0f);
ambient2=n;setAmbient();
}
void gxScene::setViewport( int x,int y,int w,int h ){
if( x==viewport.dwX && y==viewport.dwY && w==viewport.dwWidth && h==viewport.dwHeight ) return;
viewport.dwX=x;viewport.dwY=y;viewport.dwWidth=w;viewport.dwHeight=h;
dir3dDev->SetViewport( &viewport );
}
void gxScene::setOrthoProj( float nr,float fr,float w,float h ){
if( ortho_proj && nr==frustum_nr && fr==frustum_fr && w==frustum_w && h==frustum_h ) return;
frustum_nr=nr;frustum_fr=fr;frustum_w=w;frustum_h=h;ortho_proj=true;
float W=2/w;
float H=2/h;
float Q=1/(fr-nr);
projmatrix._11=W;
projmatrix._22=H;
projmatrix._33=Q;
projmatrix._34=0;
projmatrix._43=-Q*nr;
projmatrix._44=1;
dir3dDev->SetTransform( D3DTRANSFORMSTATE_PROJECTION,&projmatrix );
}
void gxScene::setPerspProj( float nr,float fr,float w,float h ){
if( !ortho_proj && nr==frustum_nr && fr==frustum_fr && w==frustum_w && h==frustum_h ) return;
frustum_nr=nr;frustum_fr=fr;frustum_w=w;frustum_h=h;ortho_proj=false;
float W=2*nr/w;
float H=2*nr/h;
float Q=fr/(fr-nr);
projmatrix._11=W;
projmatrix._22=H;
projmatrix._33=Q;
projmatrix._34=1;
projmatrix._43=-Q*nr;
projmatrix._44=0;
dir3dDev->SetTransform( D3DTRANSFORMSTATE_PROJECTION,&projmatrix );
}
void gxScene::setFogColor( const float rgb[3] ){
int n=(int(rgb[0]*255.0f)<<16)|(int(rgb[1]*255.0f)<<8)|int(rgb[2]*255.0f);
if( n==fogcolor ) return;
fogcolor=n;setRS( D3DRENDERSTATE_FOGCOLOR,fogcolor );
}
void gxScene::setFogRange( float nr,float fr ){
if( nr==fogrange_nr && fr==fogrange_fr ) return;
fogrange_nr=nr;fogrange_fr=fr;
setRS( D3DRENDERSTATE_FOGSTART,*(DWORD*)&fogrange_nr );
setRS( D3DRENDERSTATE_FOGEND,*(DWORD*)&fogrange_fr );
}
void gxScene::setFogMode( int n ){
if( n==fogmode ) return;
fogmode=n;setFogMode();
}
void gxScene::setZMode( int n ){
if( n==zmode ) return;
zmode=n;setZMode();
}
void gxScene::setViewMatrix( const Matrix *m ){
if( m ){
memcpy( &viewmatrix._11,m->elements[0],12 );
memcpy( &viewmatrix._21,m->elements[1],12 );
memcpy( &viewmatrix._31,m->elements[2],12 );
memcpy( &viewmatrix._41,m->elements[3],12 );
inv_viewmatrix._11=viewmatrix._11;inv_viewmatrix._21=viewmatrix._12;inv_viewmatrix._31=viewmatrix._13;
inv_viewmatrix._12=viewmatrix._21;inv_viewmatrix._22=viewmatrix._22;inv_viewmatrix._32=viewmatrix._23;
inv_viewmatrix._13=viewmatrix._31;inv_viewmatrix._23=viewmatrix._32;inv_viewmatrix._33=viewmatrix._33;
inv_viewmatrix._44=viewmatrix._44;
}else{
viewmatrix=inv_viewmatrix=nullmatrix;
}
dir3dDev->SetTransform( D3DTRANSFORMSTATE_VIEW,&viewmatrix );
}
void gxScene::setWorldMatrix( const Matrix *m ){
if( m ){
memcpy( &worldmatrix._11,m->elements[0],12 );
memcpy( &worldmatrix._21,m->elements[1],12 );
memcpy( &worldmatrix._31,m->elements[2],12 );
memcpy( &worldmatrix._41,m->elements[3],12 );
}else worldmatrix=nullmatrix;
dir3dDev->SetTransform( D3DTRANSFORMSTATE_WORLD,&worldmatrix );
}
void gxScene::setRenderState( const RenderState &rs ){
bool setmat=false;
if( memcmp( rs.color,&material.diffuse.r,12 ) ){
memcpy( &material.diffuse.r,rs.color,12 );
memcpy( &material.ambient.r,rs.color,12 );
setmat=true;
}
if( rs.alpha!=material.diffuse.a ){
material.diffuse.a=rs.alpha;
if( rs.fx&FX_ALPHATEST ){
int alpharef=(rs.fx&FX_VERTEXALPHA)?0:128*rs.alpha;
setRS( D3DRENDERSTATE_ALPHAREF,alpharef );
}
setmat=true;
}
if( rs.shininess!=shininess ){
shininess=rs.shininess;
float t=shininess>0 ? (shininess<1 ? shininess : 1) : 0;
material.specular.r=material.specular.g=material.specular.b=t;
material.power=shininess*128;
setRS( D3DRENDERSTATE_SPECULARENABLE,shininess>0 ? true : false );
setmat=true;
}
if( rs.blend!=blend ){
blend=rs.blend;
switch( blend ){
case BLEND_REPLACE:
setRS( D3DRENDERSTATE_ALPHABLENDENABLE,false );
break;
case BLEND_ALPHA:
setRS( D3DRENDERSTATE_ALPHABLENDENABLE,true );
setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCALPHA );
setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_INVSRCALPHA );
break;
case BLEND_MULTIPLY:
setRS( D3DRENDERSTATE_ALPHABLENDENABLE,true );
setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_DESTCOLOR );
setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_ZERO );
break;
case BLEND_ADD:
setRS( D3DRENDERSTATE_ALPHABLENDENABLE,true );
setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCALPHA );
setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_ONE );
break;
}
}
if( rs.fx!=fx ){
int t=rs.fx^fx;fx=rs.fx;
if( t & (FX_FULLBRIGHT|FX_CONDLIGHT) ){
setLights();
setAmbient();
}
if( t&FX_VERTEXCOLOR ){
setRS( D3DRENDERSTATE_COLORVERTEX,fx & FX_VERTEXCOLOR ? true : false );
}
if( t&FX_FLATSHADED ){
setRS( D3DRENDERSTATE_SHADEMODE,fx & FX_FLATSHADED ? D3DSHADE_FLAT : D3DSHADE_GOURAUD );
}
if( t&FX_NOFOG ){
setFogMode();
}
if( t&FX_DOUBLESIDED ){
setTriCull();
}
if( t&FX_EMISSIVE ){
//Q3 Hack!
int n=fx & FX_EMISSIVE;
setRS( D3DRENDERSTATE_DIFFUSEMATERIALSOURCE,n ? D3DMCS_MATERIAL : D3DMCS_COLOR1 );
setRS( D3DRENDERSTATE_AMBIENTMATERIALSOURCE,n ? D3DMCS_MATERIAL : D3DMCS_COLOR1 );
setRS( D3DRENDERSTATE_EMISSIVEMATERIALSOURCE,n ? D3DMCS_COLOR1 : D3DMCS_MATERIAL );
setRS( D3DRENDERSTATE_COLORVERTEX,n ? true : false );
}
if( t&FX_ALPHATEST ){
if( fx&FX_ALPHATEST ){
int alpharef=(rs.fx&FX_VERTEXALPHA)?0:128*rs.alpha;
setRS( D3DRENDERSTATE_ALPHAREF,alpharef );
}
setRS( D3DRENDERSTATE_ALPHATESTENABLE,fx & FX_ALPHATEST ? true : false );
}
}
if( setmat ){
dir3dDev->SetMaterial( &material );
}
n_texs=0;
TexState *hw=texstate;
for( int k=0;k<MAX_TEXTURES;++k ){
const RenderState::TexState &ts=rs.tex_states[k];
if( !ts.canvas || !ts.blend ) continue;
bool settex=false;
ts.canvas->getTexSurface(); //force mipmap rebuild
if( ts.canvas!=hw->canvas ){ hw->canvas=ts.canvas;settex=true; }
if( ts.blend!=hw->blend ){ hw->blend=ts.blend;settex=true; }
if( ts.flags!=hw->flags ){ hw->flags=ts.flags;settex=true; }
if( ts.matrix || hw->mat_valid ){
if( ts.matrix ){
memcpy( &hw->matrix._11,ts.matrix->elements[0],12 );
memcpy( &hw->matrix._21,ts.matrix->elements[1],12 );
memcpy( &hw->matrix._31,ts.matrix->elements[2],12 );
memcpy( &hw->matrix._41,ts.matrix->elements[3],12 );
hw->mat_valid=true;
}else{
hw->mat_valid=false;
}
settex=true;
}
if( settex && n_texs<tex_stages ){
setTexState( n_texs,*hw,true );
}
++hw;++n_texs;
}
if( n_texs<tex_stages && hw->canvas ){
hw->canvas=0;
setTSS( n_texs,D3DTSS_COLOROP,D3DTOP_DISABLE );
setTSS( n_texs,D3DTSS_ALPHAOP,D3DTOP_DISABLE );
dir3dDev->SetTexture( n_texs,0 );
}
}
bool gxScene::begin( const vector<gxLight*> &lights ){
if( dir3dDev->BeginScene()!=D3D_OK ) return false;
//clear textures!
int n;
for( n=0;n<tex_stages;++n ){
texstate[n].canvas=0;
setTSS( n,D3DTSS_COLOROP,D3DTOP_DISABLE );
setTSS( n,D3DTSS_ALPHAOP,D3DTOP_DISABLE );
dir3dDev->SetTexture( n,0 );
}
//set light states
_curLights.clear();
for( n=0;n<8;++n ){
if( n<lights.size() ){
_curLights.push_back( lights[n] );
dir3dDev->SetLight( n,&_curLights[n]->d3d_light );
}else{
dir3dDev->LightEnable( n,false );
}
}
setLights();
return true;
}
void gxScene::clear( const float rgb[3],float alpha,float z,bool clear_argb,bool clear_z ){
if( !clear_argb && !clear_z ) return;
int flags=(clear_argb ? D3DCLEAR_TARGET : 0) | (clear_z ? D3DCLEAR_ZBUFFER : 0);
unsigned argb=(int(alpha*255.0f)<<24)|(int(rgb[0]*255.0f)<<16)|(int(rgb[1]*255.0f)<<8)|int(rgb[2]*255.0f);
dir3dDev->Clear( 0,0,flags,argb,z,0 );
}
void gxScene::render( gxMesh *m,int first_vert,int vert_cnt,int first_tri,int tri_cnt ){
m->render( first_vert,vert_cnt,first_tri,tri_cnt );
tris_drawn+=tri_cnt;
if( n_texs<=tex_stages ) return;
setTSS( 0,D3DTSS_COLOROP,D3DTOP_SELECTARG1 );
setTSS( 0,D3DTSS_ALPHAOP,D3DTOP_SELECTARG1 );
if( tex_stages>1 ){
setTSS( 1,D3DTSS_COLOROP,D3DTOP_DISABLE );
setTSS( 1,D3DTSS_ALPHAOP,D3DTOP_DISABLE );
}
setRS( D3DRENDERSTATE_LIGHTING,false );
setRS( D3DRENDERSTATE_ALPHABLENDENABLE,true );
for( int k=tex_stages;k<n_texs;++k ){
const TexState &state=texstate[k];
switch( state.blend ){
case BLEND_ALPHA:
setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCALPHA );
setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_INVSRCALPHA );
break;
case BLEND_MULTIPLY:case BLEND_DOT3:
setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_DESTCOLOR );
setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_ZERO );
break;
case BLEND_ADD:
setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_ONE );
setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_ONE );
break;
}
setTexState( 0,state,false );
m->render( first_vert,vert_cnt,first_tri,tri_cnt );
tris_drawn+=tri_cnt;
}
setRS( D3DRENDERSTATE_ALPHABLENDENABLE,false );
setRS( D3DRENDERSTATE_LIGHTING,true );
if( tex_stages>1 ) setTexState( 1,texstate[1],true );
setTexState( 0,texstate[0],true );
}
void gxScene::end(){
dir3dDev->EndScene();
RECT r={ viewport.dwX,viewport.dwY,viewport.dwX+viewport.dwWidth,viewport.dwY+viewport.dwHeight };
target->damage( r );
}
gxLight *gxScene::createLight( int flags ){
gxLight *l=d_new gxLight( this,flags );
_allLights.insert(l);
return l;
}
void gxScene::freeLight( gxLight *l ){
_allLights.erase(l);
}
int gxScene::getTrianglesDrawn()const{
return tris_drawn;
}